GURPS Supers

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of their most popular genres - and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

A history and analysis of the supers genre, its precursors and variations

A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships

More than 20 new wildcard skills

22 templates for super characters, each customizable to higher or lower power levels

Continuity creation guidelines and tools, so your supers universe can have the same depth as published worlds

New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques

Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.